* Initial * Cleanup a bunch of things * some changes dunno * RequireAnchored * a * stuff * more work * Lots of progress * delete pipe visualizer * a * b * pipenet and pipenode cleanup * Fixes * Adds GasValve * Adds GasMiner * Fix stuff, maybe? * More fixes * Ignored components on the client * Adds thermomachine behavior, change a bunch of stuff * Remove Anchored * some work, but it's shitcode * significantly more ECS * ECS AtmosDevices * Cleanup * fix appearance * when the pipe direction is sus * Gas tanks and canisters * pipe anchoring and stuff * coding is my passion * Unsafe pipes take longer to unanchor * turns out we're no longer using eris canisters * Gas canister inserted tank appearance, improvements * Work on a bunch of appearances * Scrubber appearance * Reorganize AtmosphereSystem.Piping into a bunch of different systems * Appearance for vent/scrubber/pump turns off when leaving atmosphere * ThermoMachine appearance * Cleanup gas tanks * Remove passive gate unused imports * remove old canister UI functionality * PipeNode environment air, make everything use AssumeAir instead of merging manually * a * Reorganize atmos to follow new structure * ????? * Canister UI, restructure client * Restructure shared * Fix build tho * listen, at least the canister UI works entirely... * fix build : ) * Atmos device prototypes have names and descriptions * gas canister ui slider doesn't jitter * trinary prototypes * sprite for miners * ignore components * fix YAML * Fix port system doing useless thing * Fix build * fix thinking moment * fix build again because * canister direction * pipenode is a word * GasTank Air will throw on invalid states * fix build.... * Unhardcode volume pump thresholds * Volume pump and filter take time into account * Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event * Gas tank node volume is set by initial mixtuer * I love node container
89 lines
2.7 KiB
C#
89 lines
2.7 KiB
C#
using System.Threading.Tasks;
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using Content.Server.Gravity;
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using Content.Server.Gravity.EntitySystems;
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using Content.Shared.Acts;
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using Content.Shared.Alert;
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using Content.Shared.Coordinates;
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using NUnit.Framework;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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namespace Content.IntegrationTests.Tests.Gravity
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{
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[TestFixture]
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[TestOf(typeof(WeightlessSystem))]
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[TestOf(typeof(GravityGeneratorComponent))]
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public class WeightlessStatusTests : ContentIntegrationTest
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{
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private const string Prototypes = @"
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- type: entity
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name: HumanDummy
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id: HumanDummy
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components:
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- type: Alerts
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";
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[Test]
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public async Task WeightlessStatusTest()
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{
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var options = new ServerContentIntegrationOption {ExtraPrototypes = Prototypes};
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var server = StartServer(options);
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await server.WaitIdleAsync();
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var mapManager = server.ResolveDependency<IMapManager>();
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var entityManager = server.ResolveDependency<IEntityManager>();
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IEntity human = null;
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SharedAlertsComponent alerts = null;
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await server.WaitAssertion(() =>
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{
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var mapId = new MapId(1);
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var gridId = new GridId(1);
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if (!mapManager.TryGetGrid(gridId, out var grid))
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{
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grid = mapManager.CreateGrid(mapId, gridId);
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}
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var coordinates = grid.ToCoordinates();
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human = entityManager.SpawnEntity("HumanDummy", coordinates);
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Assert.True(human.TryGetComponent(out alerts));
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});
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// Let WeightlessSystem and GravitySystem tick
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await server.WaitRunTicks(1);
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GravityGeneratorComponent gravityGenerator = null;
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await server.WaitAssertion(() =>
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{
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// No gravity without a gravity generator
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Assert.True(alerts.IsShowingAlert(AlertType.Weightless));
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gravityGenerator = human.EnsureComponent<GravityGeneratorComponent>();
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});
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// Let WeightlessSystem and GravitySystem tick
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await server.WaitRunTicks(1);
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await server.WaitAssertion(() =>
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{
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Assert.False(alerts.IsShowingAlert(AlertType.Weightless));
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// Disable the gravity generator
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var args = new BreakageEventArgs {Owner = human};
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gravityGenerator.OnBreak(args);
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});
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await server.WaitRunTicks(1);
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await server.WaitAssertion(() =>
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{
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Assert.True(alerts.IsShowingAlert(AlertType.Weightless));
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});
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}
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}
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}
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